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// Copyright 2018 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "dawn_native/metal/DeviceMTL.h"
#include "common/GPUInfo.h"
#include "common/Platform.h"
#include "dawn_native/BackendConnection.h"
#include "dawn_native/BindGroupLayout.h"
#include "dawn_native/Commands.h"
#include "dawn_native/ErrorData.h"
#include "dawn_native/metal/BindGroupLayoutMTL.h"
#include "dawn_native/metal/BindGroupMTL.h"
#include "dawn_native/metal/BufferMTL.h"
#include "dawn_native/metal/CommandBufferMTL.h"
#include "dawn_native/metal/ComputePipelineMTL.h"
#include "dawn_native/metal/PipelineLayoutMTL.h"
#include "dawn_native/metal/QuerySetMTL.h"
#include "dawn_native/metal/QueueMTL.h"
#include "dawn_native/metal/RenderPipelineMTL.h"
#include "dawn_native/metal/SamplerMTL.h"
#include "dawn_native/metal/ShaderModuleMTL.h"
#include "dawn_native/metal/StagingBufferMTL.h"
#include "dawn_native/metal/SwapChainMTL.h"
#include "dawn_native/metal/TextureMTL.h"
#include "dawn_native/metal/UtilsMetal.h"
#include "dawn_platform/DawnPlatform.h"
#include "dawn_platform/tracing/TraceEvent.h"
#include <type_traits>
namespace dawn_native { namespace metal {
// static
ResultOrError<Device*> Device::Create(AdapterBase* adapter,
NSPRef<id<MTLDevice>> mtlDevice,
const DeviceDescriptor* descriptor) {
Ref<Device> device = AcquireRef(new Device(adapter, std::move(mtlDevice), descriptor));
DAWN_TRY(device->Initialize());
return device.Detach();
}
Device::Device(AdapterBase* adapter,
NSPRef<id<MTLDevice>> mtlDevice,
const DeviceDescriptor* descriptor)
: DeviceBase(adapter, descriptor), mMtlDevice(std::move(mtlDevice)), mCompletedSerial(0) {
}
Device::~Device() {
ShutDownBase();
}
MaybeError Device::Initialize() {
InitTogglesFromDriver();
if (!IsRobustnessEnabled()) {
ForceSetToggle(Toggle::MetalEnableVertexPulling, false);
}
mCommandQueue.Acquire([*mMtlDevice newCommandQueue]);
return DeviceBase::Initialize(new Queue(this));
}
void Device::InitTogglesFromDriver() {
{
bool haveStoreAndMSAAResolve = false;
#if defined(DAWN_PLATFORM_MACOS)
if (@available(macOS 10.12, *)) {
haveStoreAndMSAAResolve =
[*mMtlDevice supportsFeatureSet:MTLFeatureSet_macOS_GPUFamily1_v2];
}
#elif defined(DAWN_PLATFORM_IOS)
haveStoreAndMSAAResolve =
[*mMtlDevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v2];
#endif
// On tvOS, we would need MTLFeatureSet_tvOS_GPUFamily2_v1.
SetToggle(Toggle::EmulateStoreAndMSAAResolve, !haveStoreAndMSAAResolve);
bool haveSamplerCompare = true;
#if defined(DAWN_PLATFORM_IOS)
haveSamplerCompare = [*mMtlDevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1];
#endif
// TODO(crbug.com/dawn/342): Investigate emulation -- possibly expensive.
SetToggle(Toggle::MetalDisableSamplerCompare, !haveSamplerCompare);
bool haveBaseVertexBaseInstance = true;
#if defined(DAWN_PLATFORM_IOS)
haveBaseVertexBaseInstance =
[*mMtlDevice supportsFeatureSet:MTLFeatureSet_iOS_GPUFamily3_v1];
#endif
// TODO(crbug.com/dawn/343): Investigate emulation.
SetToggle(Toggle::DisableBaseVertex, !haveBaseVertexBaseInstance);
SetToggle(Toggle::DisableBaseInstance, !haveBaseVertexBaseInstance);
}
// TODO(jiawei.shao@intel.com): tighten this workaround when the driver bug is fixed.
SetToggle(Toggle::AlwaysResolveIntoZeroLevelAndLayer, true);
// TODO(hao.x.li@intel.com): Use MTLStorageModeShared instead of MTLStorageModePrivate when
// creating MTLCounterSampleBuffer in QuerySet on Intel platforms, otherwise it fails to
// create the buffer. Change to use MTLStorageModePrivate when the bug is fixed.
if (@available(macOS 10.15, iOS 14.0, *)) {
bool useSharedMode = gpu_info::IsIntel(this->GetAdapter()->GetPCIInfo().vendorId);
SetToggle(Toggle::MetalUseSharedModeForCounterSampleBuffer, useSharedMode);
}
}
ResultOrError<Ref<BindGroupBase>> Device::CreateBindGroupImpl(
const BindGroupDescriptor* descriptor) {
return BindGroup::Create(this, descriptor);
}
ResultOrError<Ref<BindGroupLayoutBase>> Device::CreateBindGroupLayoutImpl(
const BindGroupLayoutDescriptor* descriptor) {
return BindGroupLayout::Create(this, descriptor);
}
ResultOrError<Ref<BufferBase>> Device::CreateBufferImpl(const BufferDescriptor* descriptor) {
return Buffer::Create(this, descriptor);
}
ResultOrError<Ref<CommandBufferBase>> Device::CreateCommandBuffer(
CommandEncoder* encoder,
const CommandBufferDescriptor* descriptor) {
return CommandBuffer::Create(encoder, descriptor);
}
ResultOrError<Ref<ComputePipelineBase>> Device::CreateComputePipelineImpl(
const ComputePipelineDescriptor* descriptor) {
return ComputePipeline::Create(this, descriptor);
}
ResultOrError<Ref<PipelineLayoutBase>> Device::CreatePipelineLayoutImpl(
const PipelineLayoutDescriptor* descriptor) {
return PipelineLayout::Create(this, descriptor);
}
ResultOrError<Ref<QuerySetBase>> Device::CreateQuerySetImpl(
const QuerySetDescriptor* descriptor) {
return QuerySet::Create(this, descriptor);
}
ResultOrError<Ref<RenderPipelineBase>> Device::CreateRenderPipelineImpl(
const RenderPipelineDescriptor2* descriptor) {
return RenderPipeline::Create(this, descriptor);
}
ResultOrError<Ref<SamplerBase>> Device::CreateSamplerImpl(const SamplerDescriptor* descriptor) {
return Sampler::Create(this, descriptor);
}
ResultOrError<Ref<ShaderModuleBase>> Device::CreateShaderModuleImpl(
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult) {
return ShaderModule::Create(this, descriptor, parseResult);
}
ResultOrError<Ref<SwapChainBase>> Device::CreateSwapChainImpl(
const SwapChainDescriptor* descriptor) {
return OldSwapChain::Create(this, descriptor);
}
ResultOrError<Ref<NewSwapChainBase>> Device::CreateSwapChainImpl(
Surface* surface,
NewSwapChainBase* previousSwapChain,
const SwapChainDescriptor* descriptor) {
return SwapChain::Create(this, surface, previousSwapChain, descriptor);
}
ResultOrError<Ref<TextureBase>> Device::CreateTextureImpl(const TextureDescriptor* descriptor) {
return Texture::Create(this, descriptor);
}
ResultOrError<Ref<TextureViewBase>> Device::CreateTextureViewImpl(
TextureBase* texture,
const TextureViewDescriptor* descriptor) {
return TextureView::Create(texture, descriptor);
}
ResultOrError<ExecutionSerial> Device::CheckAndUpdateCompletedSerials() {
uint64_t frontendCompletedSerial{GetCompletedCommandSerial()};
if (frontendCompletedSerial > mCompletedSerial) {
// sometimes we increase the serials, in which case the completed serial in
// the device base will surpass the completed serial we have in the metal backend, so we
// must update ours when we see that the completed serial from device base has
// increased.
mCompletedSerial = frontendCompletedSerial;
}
return ExecutionSerial(mCompletedSerial.load());
}
MaybeError Device::TickImpl() {
if (mCommandContext.GetCommands() != nullptr) {
SubmitPendingCommandBuffer();
}
return {};
}
id<MTLDevice> Device::GetMTLDevice() {
return mMtlDevice.Get();
}
id<MTLCommandQueue> Device::GetMTLQueue() {
return mCommandQueue.Get();
}
CommandRecordingContext* Device::GetPendingCommandContext() {
if (mCommandContext.GetCommands() == nullptr) {
TRACE_EVENT0(GetPlatform(), General, "[MTLCommandQueue commandBuffer]");
// The MTLCommandBuffer will be autoreleased by default.
// The autorelease pool may drain before the command buffer is submitted. Retain so it
// stays alive.
mCommandContext = CommandRecordingContext([*mCommandQueue commandBuffer]);
}
return &mCommandContext;
}
void Device::SubmitPendingCommandBuffer() {
if (mCommandContext.GetCommands() == nullptr) {
return;
}
IncrementLastSubmittedCommandSerial();
// Acquire the pending command buffer, which is retained. It must be released later.
NSPRef<id<MTLCommandBuffer>> pendingCommands = mCommandContext.AcquireCommands();
// Replace mLastSubmittedCommands with the mutex held so we avoid races between the
// schedule handler and this code.
{
std::lock_guard<std::mutex> lock(mLastSubmittedCommandsMutex);
mLastSubmittedCommands = pendingCommands;
}
// Make a local copy of the pointer to the commands because it's not clear how ObjC blocks
// handle types with copy / move constructors being referenced in the block..
id<MTLCommandBuffer> pendingCommandsPointer = pendingCommands.Get();
[*pendingCommands addScheduledHandler:^(id<MTLCommandBuffer>) {
// This is DRF because we hold the mutex for mLastSubmittedCommands and pendingCommands
// is a local value (and not the member itself).
std::lock_guard<std::mutex> lock(mLastSubmittedCommandsMutex);
if (this->mLastSubmittedCommands.Get() == pendingCommandsPointer) {
this->mLastSubmittedCommands = nullptr;
}
}];
// Update the completed serial once the completed handler is fired. Make a local copy of
// mLastSubmittedSerial so it is captured by value.
ExecutionSerial pendingSerial = GetLastSubmittedCommandSerial();
// this ObjC block runs on a different thread
[*pendingCommands addCompletedHandler:^(id<MTLCommandBuffer>) {
TRACE_EVENT_ASYNC_END0(GetPlatform(), GPUWork, "DeviceMTL::SubmitPendingCommandBuffer",
uint64_t(pendingSerial));
ASSERT(uint64_t(pendingSerial) > mCompletedSerial.load());
this->mCompletedSerial = uint64_t(pendingSerial);
}];
TRACE_EVENT_ASYNC_BEGIN0(GetPlatform(), GPUWork, "DeviceMTL::SubmitPendingCommandBuffer",
uint64_t(pendingSerial));
[*pendingCommands commit];
}
ResultOrError<std::unique_ptr<StagingBufferBase>> Device::CreateStagingBuffer(size_t size) {
std::unique_ptr<StagingBufferBase> stagingBuffer =
std::make_unique<StagingBuffer>(size, this);
DAWN_TRY(stagingBuffer->Initialize());
return std::move(stagingBuffer);
}
MaybeError Device::CopyFromStagingToBuffer(StagingBufferBase* source,
uint64_t sourceOffset,
BufferBase* destination,
uint64_t destinationOffset,
uint64_t size) {
// Metal validation layers forbid 0-sized copies, assert it is skipped prior to calling
// this function.
ASSERT(size != 0);
ToBackend(destination)
->EnsureDataInitializedAsDestination(GetPendingCommandContext(), destinationOffset,
size);
id<MTLBuffer> uploadBuffer = ToBackend(source)->GetBufferHandle();
id<MTLBuffer> buffer = ToBackend(destination)->GetMTLBuffer();
[GetPendingCommandContext()->EnsureBlit() copyFromBuffer:uploadBuffer
sourceOffset:sourceOffset
toBuffer:buffer
destinationOffset:destinationOffset
size:size];
return {};
}
// In Metal we don't write from the CPU to the texture directly which can be done using the
// replaceRegion function, because the function requires a non-private storage mode and Dawn
// sets the private storage mode by default for all textures except IOSurfaces on macOS.
MaybeError Device::CopyFromStagingToTexture(const StagingBufferBase* source,
const TextureDataLayout& dataLayout,
TextureCopy* dst,
const Extent3D& copySizePixels) {
Texture* texture = ToBackend(dst->texture.Get());
// This function assumes data is perfectly aligned. Otherwise, it might be necessary
// to split copying to several stages: see ComputeTextureBufferCopySplit.
const TexelBlockInfo& blockInfo = texture->GetFormat().GetAspectInfo(dst->aspect).block;
ASSERT(dataLayout.rowsPerImage == copySizePixels.height / blockInfo.height);
ASSERT(dataLayout.bytesPerRow ==
copySizePixels.width / blockInfo.width * blockInfo.byteSize);
EnsureDestinationTextureInitialized(texture, *dst, copySizePixels);
// Metal validation layer requires that if the texture's pixel format is a compressed
// format, the sourceSize must be a multiple of the pixel format's block size or be
// clamped to the edge of the texture if the block extends outside the bounds of a
// texture.
const Extent3D clampedSize =
texture->ClampToMipLevelVirtualSize(dst->mipLevel, dst->origin, copySizePixels);
const uint32_t copyBaseLayer = dst->origin.z;
const uint32_t copyLayerCount = copySizePixels.depthOrArrayLayers;
const uint64_t bytesPerImage = dataLayout.rowsPerImage * dataLayout.bytesPerRow;
MTLBlitOption blitOption = ComputeMTLBlitOption(texture->GetFormat(), dst->aspect);
uint64_t bufferOffset = dataLayout.offset;
for (uint32_t copyLayer = copyBaseLayer; copyLayer < copyBaseLayer + copyLayerCount;
++copyLayer) {
[GetPendingCommandContext()->EnsureBlit()
copyFromBuffer:ToBackend(source)->GetBufferHandle()
sourceOffset:bufferOffset
sourceBytesPerRow:dataLayout.bytesPerRow
sourceBytesPerImage:bytesPerImage
sourceSize:MTLSizeMake(clampedSize.width, clampedSize.height, 1)
toTexture:texture->GetMTLTexture()
destinationSlice:copyLayer
destinationLevel:dst->mipLevel
destinationOrigin:MTLOriginMake(dst->origin.x, dst->origin.y, 0)
options:blitOption];
bufferOffset += bytesPerImage;
}
return {};
}
TextureBase* Device::CreateTextureWrappingIOSurface(const ExternalImageDescriptor* descriptor,
IOSurfaceRef ioSurface,
uint32_t plane) {
const TextureDescriptor* textureDescriptor =
reinterpret_cast<const TextureDescriptor*>(descriptor->cTextureDescriptor);
if (ConsumedError(ValidateTextureDescriptor(this, textureDescriptor))) {
return nullptr;
}
if (ConsumedError(
ValidateIOSurfaceCanBeWrapped(this, textureDescriptor, ioSurface, plane))) {
return nullptr;
}
return new Texture(this, descriptor, ioSurface, plane);
}
void Device::WaitForCommandsToBeScheduled() {
SubmitPendingCommandBuffer();
// Only lock the object while we take a reference to it, otherwise we could block further
// progress if the driver calls the scheduled handler (which also acquires the lock) before
// finishing the waitUntilScheduled.
NSPRef<id<MTLCommandBuffer>> lastSubmittedCommands;
{
std::lock_guard<std::mutex> lock(mLastSubmittedCommandsMutex);
lastSubmittedCommands = mLastSubmittedCommands;
}
[*lastSubmittedCommands waitUntilScheduled];
}
MaybeError Device::WaitForIdleForDestruction() {
// Forget all pending commands.
mCommandContext.AcquireCommands();
DAWN_TRY(CheckPassedSerials());
// Wait for all commands to be finished so we can free resources
while (GetCompletedCommandSerial() != GetLastSubmittedCommandSerial()) {
usleep(100);
DAWN_TRY(CheckPassedSerials());
}
return {};
}
void Device::ShutDownImpl() {
ASSERT(GetState() == State::Disconnected);
// Forget all pending commands.
mCommandContext.AcquireCommands();
mCommandQueue = nullptr;
mMtlDevice = nullptr;
}
uint32_t Device::GetOptimalBytesPerRowAlignment() const {
return 1;
}
uint64_t Device::GetOptimalBufferToTextureCopyOffsetAlignment() const {
return 1;
}
float Device::GetTimestampPeriodInNS() const {
return 1.0f;
}
}} // namespace dawn_native::metal